Replaces overflow-y: scroll with scrollbar-gutter: stable on html.
This reserves the scrollbar gutter space in the layout at all times,
so the content width never changes when a scrollbar appears/disappears.
The scrollbar itself only shows when content overflows (as desired).
Works on all modern browsers (Chrome 94+, Firefox 97+, Safari 15.4+).
Add overflow-y: scroll to body so the scrollbar is always present,
preventing the ~15px layout shift when a page exceeds viewport height
(e.g., games with long descriptions). Also add overflow-x: hidden to
guard against any horizontal overflow breaking the layout.
Before: data/games/{id}.jsdos (flat, alongside the game dir)
After: data/games/{id}/{id}.jsdos (inside the game directory)
Benefits:
- Delete is atomic — removing the game dir removes everything
- Cleaner data directory structure
- No orphan .jsdos files on delete
Also updated frontend bundleUrl() to use game.bundle_file from
the backend, making it path-agnostic. Old flat layout is still
served via StaticResource for backward compat.
- Add streamSetupBundle() to GameService — reads main bundle as zip,
replaces config files (.jsdos/dosbox.conf, .jsdos/jsdos.json) with
setup variants pointing to SETUP.EXE, streams directly to response
- Add GET /api/games/{id}/setup-bundle endpoint that calls the above
- Remove .setup.jsdos disk creation during upload — setupExe is still
detected and stored in game metadata, but no duplicate bundle is saved
- Update frontend api.js to point setupBundleUrl() to the new endpoint
- Fix pre-existing backslash escaping bug in UploadResource.java path
normalization (replace('\', '/') instead of replace('\\', '/'))
- Fixed: navigating back to library no longer re-opens file dialog
(prev-value guard in uploadTriggered effect)
- Added bundleSize field to Game, populated at load time from .jsdos file
- Game detail page shows file size next to DOS badge (e.g. 'DOS · 127 MB')
- Added 'executables' (full list) and 'executable' (selected) fields to Game
- Upload now stores ALL discoverable .exe/.com/.bat files in game metadata
- Added setExecutable() to GameService that patches the .jsdos bundle
(updates dosbox.conf + jsdos.json inside the ZIP) when changing executable
- GameResource PATCH handler delegates executable changes to bundle patching
- GameDetail edit mode shows a radio-button picker of all executables
- Heuristics remain as first-guess default, user can always override
- No re-upload needed to fix wrong executable selection
- Removed toolbar (Library title, search, upload button) from library
- Moved search box into the sidebar alongside Year/Genre filters
- Removed 'Filters' heading from sidebar
- Replaced 'Library' nav button in header with '+ Upload' button
- Genre filters now sorted by count (desc) instead of alphabetically
- Cleaned up unused CSS
- GameCard: removed 'Ready' badge from covers (keep '🪟 Win' for
Windows games only — it's informative since they can't be played)
- Library: sidebar with Year + Genre checkbox filter groups
- Each shows up to 5 items with game counts, 'Show all' button
- Active filters shown as removable chips above the grid
- Reset button clears all filters
- Filters reflected in URL hash (#/?genre=FPS&year=1996)
- GameDetail: year and genre tags are now clickable links to
#/?year=1996 or #/?genre=FPS, which opens the Library with that
filter pre-applied
- App.svelte: parses query params from hash and passes to Library
Two features:
1. Progress indicator: when upload starts, the dialog switches from
IGDB results to a centered spinner with 'Uploading and processing'
text + filename. The Cancel button stays visible but disabled.
2. Duplicate game blocking: before upload, checks if a game with the
same title (case-insensitive) already exists in the library.
Frontend checks against the loaded games list; backend also
checks as a second line of defense. Shows ⚠️ message in dialog.
Existing unique-ID suffix logic (foo-2, foo-3) is still in place
but now only reached when titles actually differ.
Two issues fixed:
1. Frontend closure bug: IGDB result buttons used Svelte {#each} closure
with onclick={() => doUpload(result.name)}. When clicking the 3rd
result, the 1st result's handler sometimes fired. Fixed by reading
data-name from e.currentTarget.dataset instead of JS closure.
2. Backend scrape mismatch: when user selected 'Blood' from IGDB
results, backend's autoScrape searched for 'Blood' and could match
'Captain Blood' first (alphabetical), overwriting metadata.
Now passes igdb_id along with title so backend uses the EXACT
IGDB entry the user selected via applyIgdbId() instead of
auto-searching.
Previously when no IGDB matches were found, the button next to the
search box changed from 'Search' to 'Upload' after the first search.
Since the text is editable and users may want to refine their query,
this button should always trigger a search.
Upload is still available via:
- The 'Upload anyway as "..."' button (shown after failed search)
- The 'Use filename: ...' button at the bottom
- Move platform detection before setup bundle creation
- Only create setup bundle when platform != 'windows'
- Also hide the Setup button in GameDetail for Windows games
- Windows setup executables (INSTALL.EXE) can't run in DOSBox anyway
- Game.java: add 'platform' field ('dos'/'windows') + 'isPlayable' helper
- UploadResource.java: detect EXE type by reading PE/NE header during upload
- GameResource.java: allow PATCH to update platform
- GameCard.svelte: show 🪟 Win badge for Windows games (blue style)
- GameDetail.svelte: show platform badge, disable Play for Windows with
'Unplayable' button; add platform dropdown to edit form
- Play.svelte: show blocking overlay for Windows games with 'Try anyway'
option for users who want to attempt it
js-dos v8's window.Dos(container, { url }) expects the URL to point
to a .jsdos ZIP archive, not a loose dosbox.conf file. The
'sockdrive' mode was serving game files loosely with a URL pointing
to a raw config file, causing: 'Unable to add .jsdos/jsdos.json
into bundle.zip'.
Changes:
- Removed SOCKDRIVE_THRESHOLD_MB and the entire sockdrive branch
- Always create a .jsdos ZIP bundle via createBundle()
- Optimized createBundle: no temp dir copy (saves 2x I/O for large
games), uses STORE compression (level 0) since DOS files are
often already compressed
- Removed dirSizeMB(), copyDir() and setup config builders —
no longer needed after removing sockdrive mode
- frontend bundleUrl()/setupBundleUrl() always use the standard
/games/{id}.jsdos path
- GameService.delete cleanup simplified
When a game archive contains SETUP.EXE, INSTALL.EXE, CONFIG.EXE or
CUSTOM.EXE (or .com/.bat variants), the upload now:
- Detects and stores the path in game metadata (setup_exe / has_setup)
- Generates a second .jsdos bundle with SETUP.EXE as autoexec:
- Standard mode: {gameId}.setup.jsdos (full game + setup autoexec)
- Sockdrive mode: .jsdos-setup/ directory alongside .jsdos/
- Both bundles share the same game files; only the autoexec differs
Frontend changes:
- Router strips query params from hash so ?setup=1 doesn't leak into id
- GameDetail shows a "Setup" button between Play and Edit (only when
game.has_setup is true), navigating to /play/{id}?setup=1
- Play.svelte detects ?setup=1, loads setupBundleUrl() instead, and
shows setup-specific overlay text
Persistence is handled automatically by js-dos v8 via the built-in
auto-save mechanism (ci.persist() → browser OPFS), so any config
changes made via SETUP.EXE survive across sessions.
Flow when auto-search finds nothing:
1. User types a title → presses Enter/clicks button
2. System searches IGDB with that title
3a. Results found → shown as selectable cards
3b. No results → warning + amber 'Upload anyway as xxx' button
4. Button label changes: 'Search' → 'Upload' after manual search
Also changed Enter key behavior: first press searches, second
press uploads (if no results after manual search)
Upload flow is now:
1. Click +Upload → select a .zip file
2. IGDB is auto-searched with the filename
3. If matches found → show results as selectable cards + fallback
custom title search at the bottom
4. If no matches → show 'no matches' + manual title + Upload btn
+ a fallback 'Use filename: xxx' button
5. Clicking a result uploads immediately with that game's title
(so IGDB auto-scrape picks it up correctly)
6. Cancel button to dismiss
Game Detail:
- Year/genre badges and developer/publisher info moved from
the info column to the cover column (below the cover image)
- Edit mode unaffected — fields remain in the form on the right
- Added CSS spacing for meta/dev in cover section
Library upload:
- Removed the always-visible title input field
- After selecting a .zip, a modal dialog appears with two options:
1. 'Use filename as title' — uploads immediately with filename
2. Custom title input + 'Upload' button
Plus a Cancel button
- Modal is dismissible by clicking outside or Cancel
The info-section grid column (1fr) was expanding to fit wide content
like long game titles in Press Start 2P font (each character ~24px).
Added min-width:0 on grid children to prevent overflow, and
word-break:break-word on text elements as a safety net.
Global:
- Viewport meta already present; added -webkit-text-size-adjust: 100%
- Container padding reduces to 12px on mobile (was 24px)
- Smaller heading sizes (h1: 1.5rem, h2: 1.25rem)
- Buttons get min-height 40px for touch targets
- Inputs forced to 16px font-size to prevent iOS zoom
- Thinner scrollbar on mobile
Header:
- Logo text shrinks to 1rem on mobile, icon to 28px
- Header padding reduces to 12px
Library:
- Toolbar stacks vertically on mobile, full-width inputs
- Grid forced to 2 columns on narrow screens (480px), reduced gap
GameCard:
- Smaller info text, padding, badge on 480px screens
GameDetail:
- Cover section capped at 200px width on mobile
- Media thumbnails shrink to 160x90
- Scrape header stacks vertically with full-width buttons
- Edit rows stack vertically on mobile
Play:
- DOS container caps at 50vh on mobile, smaller border-radius
- Overlay text/icon sizes reduced, more compact layout
- Backend: Add GET /api/games/{id}/download endpoint (ZIP streaming)
- Frontend: All videos now shown in media row alongside screenshots
- Click any media thumbnail to load it into the media container
- Videos show YouTube thumbnail, screenshots show image preview
- Active thumbnail has green border highlight
- Download button between Edit and Delete triggers ZIP download
- Early return: if no media, the entire section is hidden
- Search now filters to DOS platform only (platform ID 13)
- New fetchVideos() queries IGDB game_videos endpoint for YouTube IDs
- New fetchScreenshots() queries IGDB screenshots endpoint for images
- autoScrape and applyIgdbId both fetch videos + screenshots after match
- Upload auto-save also triggers when videos/screenshots found
- GameDetail: embed first YouTube video + scrollable screenshot gallery
- Handles missing media gracefully (section hidden entirely if neither exists)
- New IgdbService: Twitch OAuth2, IGDB API v4 search, cover download
- Upload auto-scrapes IGDB after extracting game ZIP
- GameDetail page: 'Auto Scrape' + 'Search' buttons + result picker
- Upload dialog: optional title field (defaults to filename)
- Jackson SNAKE_CASE naming to match frontend expectations
- IGDB status endpoint to check credentials
- dos-container div always mounted (fixes circular dep: container needed for start, was gated on running)
- Overlay covers the empty canvas while booting: Loading → Booting (CDN) → Running
- No intermediate "Start Game" screen — emulator auto-starts immediately
- Error state shown inline if something fails
- Stop button + back arrow both kill emulator and return to detail
- Emulator auto-starts when Play page loads (no intermediate launch screen)
- Added ⏹ Stop button while game is running
- Back arrow and Stop both kill the emulator (js-dos CI.exit())
- Cleanup on unmount prevents background emulation
- Loading state shown while js-dos CDN loads
- Manual "Start Game" fallback if auto-start fails
- .jsdos bundles saved flat in data/games/ so /games/{id}.jsdos serves them
- bundleUrl() uses game.id (matches JSON) instead of game.slug (undefined)
- Delete handler also removes flat .jsdos bundle on game deletion